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Well I FINALLY got to play my turbo weenie build for the first time. And I have to say that it didn’t do TOO bad. But then again, there is the fact that it didn’t do all that great either. I took some time to diagnose the problem and I think I have it narrowed down to some simple fixes.

Before I get into those fixes though, I will run down the matches that I did play with it to show you how it performed, and to show the thoughts that went into making the deck work a lot better if not a lot faster.

The reason for these changes came from some looking at the deck before it was played, and then after I played it at a FNM event. I did pretty badly, as many of my creatures couldn’t penetrate the opposition with regularity. Although I did have many spectacular attacks that did lots of damage, I just didn’t have enough evasion for it to matter.

This one went all the way to the buzzer, on all three games. The build I played against wasn’t your standard tooth deck. There were no Darksteel Colossi. He did have Kiki Jiki, and he used him to copy a Mephidross Vampire

. This gave me a very fast edge in all the games against this deck. Games 2 and 3 were taken by him, I think mainly because I couldn’t draw the cards that I needed to win the game (this would probably be due to the fact that I didn’t side board). Also one thing that didn’t help any was the fact that I got plowed under until he could tooth in his win condition. It was a great match and after playing that I realized that I needed more fliers to help raise against (no pun intended).

Match 2 Turbo Red-

This one only required 2 games to play. I won both in a race against the weenies, who could get theirs to work faster than the others. I got lucky on game one with an early victory as he stalled out and didn’t draw any burn or creatures for a few turns, and I got to work my top deck skills a little and get the much needed Blessed Breath

s. Game 2 was a little trickier. He got a good draw and had some really fast red beef to start with. Got me down deep in the life counter fairly quickly, but stalled out when I stopped his War Elemental

with my Eight-and-a-Half Tails. I also used him as an evasion tool to get past his creatures and burn in both games.

Match 3 Big dragons-

This one took my skills of the game on a little trip down what happened lane. The first game his deck took off, and with the blue control aspect of it he managed to time stop lethal damage 3 times, and then take me out with some massive dragons. I had no chance to stand up to him. Game 2 I decided to activate my sideboard a little and used some white control on him to prevent a few of his creatures from dealing any damage. But when I drew the things I needed to play to win he would counter them, or time stop the damage. It eventually got to the point where he had the Meloku out and started to rule the air. Final Justice

s and the Skyhunters. Although they are still about the same damage from others I took out, they have flying so that allows them to avoid a lot of things and give me the damage I need to overcome the guy/girl on the other side of the table.

isn’t a bad choice for the deck. It would give some more much needed boost for turbo weenie. I find it that winning by just pure speed isn’t as easy as some people make it look, and I am here to try and show how progression in the game can be made, and to give some much needed advice to those that want to win by this method. Hopefully there are a lot of you that find these articles very enriching, and they are for you.

With me getting ready to go back to school I don’t know how much more play time I will have to test out the new builds of this deck to continue these articles, but I am sure that I will get some out for those that want to know more about what is going on in the world of turbo weenie in the new Standard format post 9th.

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